The orders you issue to a unit may increase or decrease the unit’s abilities, such as Attack Value or Fortitude.
These modifi ers apply for the entire turn, unless the unit’s orders change (due to a failed Fortitude Test).
A few orders are changed from the Basic Rules, and there are new orders that apply to units that fail Fortitude Tests.

Defensive Orders

All-Around Defense

Modifiers: -2 Attack; +1 Defense; -1 Fortitude

Defend

Modifiers: +1 Defense; +1 Fortitude

Fire and Retreat

Modifiers: -2 Attack; -1 Defense; -1 Fortitude
If the attacker suff ers casualties from the defender’s fire and fails the resulting Fortitude Test, it must stop moving.

Ranged Combat Orders

Fire Ranged Weapons

Modi fiers: None

Movement Orders

Assault

Modifiers: +2 Attack

March

Modi fiers: None

Move and Fire

Modifiers: -1 Attack; -2 Firepower

Run

Modifiers: -1 Attack; -1 Defense; -1 Fortitude

Flee

Modifi ers: -3 Attack; -2 Defense; -2 Fortitude
Units that are Shaken (units with 2 red Morale Markers on their Unit Flags) will execute the Flee order every turn, during the Retreat Step of the Execution Phase.
The unit must move at its fastest rate towards your General Staff unit, following the shortest possible path (2 hexes for infantry and 4 hexes for cavalry). Units executing the Flee order can leave melee combat.
If the unit reaches a hex that is adjacent to the General Staff unit, it immediately becomes Hesitant and stops moving for the turn. Remove 1 Morale Marker from the Unit Flag (automatically: do not make a Fortitude Test).
If you have no General Staff unit (because it was destroyed), units executing the Flee order must move towards your edge of the game board instead.

Panic

Modifi ers: Attack = 0; Defense = 0; -3 Fortitude
Units that are Panicked (units with 3 red Morale Marker on their Unit Flags) will execute the Panic order every turn, during the Retreat Step of the Execution Phase.
The unit must move at its fastest rate towards the nearest edge of the game board, following the shortest possible path (2 hexes for infantry and 4 hexes for cavalry). Units executing the Panic order can leave melee combat.
If the unit reaches the last hex on the edge of the game board, the unit is routed and removed from the game (treat it as if it was destroyed).

Pursue

Modi fiers: None
This order is given to a unit in melee combat if its enemy is Put to Flight, if there are no other enemies engaged with the unit and it fails its Fortitude Test. If there is another enemy unit in its Zone of Control, it immediately turns to face the strongest enemy and engages it in melee combat instead (see Ending Melee Combat).
You must write down the number of the enemy unit that your unit is going to pursue (your choice if there are multiple enemy units running away from that melee combat).
A unit with Pursue orders always moves directly towards the fl eeing unit at maximum speed (2 for infantry or 4 for cavalry). If it can reach the enemy unit, it will engage that unit in melee combat again.

Special Orders

Ambush

Modifiers: +3 Attack; +1 Defense; +2 Firepower; +1 Fortitude
If an enemy unit approaches the hidden unit from any direction that is not in its Defense Zone, the units are engaged in melee combat, but it does not count as a Flank or Rear attack. The hidden unit does not receive the +3 Attack value bonus, but it still receives +1 Defense and +1 Fortitude.
If an enemy unit enters the Kill Zone of a hidden ranged unit, the hidden unit shoots with +2 Firepower.

Join Up

Modifiers: -2 Attack; -1 Defense; -1 Fortitude
If two Hesitant units join up, the combined unit is still Hesitant. If a Hesitant unit joins a Normal unit, the combined unit will be at the Normal Morale Level. After the two units join up, recalculate the unit’s Fortitude based on the new unit’s size.
Example: A Hesitant unit with 2 models joins a Normal unit with 3 models. The new unit will be Normal and include 5 models. The combined unit will only be at -1 Fortitude.

Receive Supplies

Modi fiers: None

Reconnaissance

Modifiers: None

Rest

Modifiers: -2 Attack; -1 Defense; -1 Fortitude

Retreat Orders

Retreat

Modifiers: Attack = 0; +1 Defense; +1 Fortitude

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